#version 310 es layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(binding = 0, std430) writeonly buffer SSBO { vec4 out_data[]; } _27; void main() { vec4 v; v.x = 10.0; v.y = 30.0; v.z = 70.0; v.w = 90.0; _27.out_data[gl_GlobalInvocationID.x] = v; _27.out_data[gl_GlobalInvocationID.x].y = 20.0; }